Kheldian Form Toggle Suppression


Bill Z Bubba

 

Posted

I find myself saying this a lot recently, but here it is again: I did a search for this topic and found nothing. I would be grateful if someone could point me towards a thread where this is addressed, if there is one. Failing that, allow me to begin:

One of the great hurdles I find, as a beginning player of Kheldians, is feeling comfortable shifting forms. Going into Nova or Dwarf isn't bad because one is actively choosing both the strengths and weakness of that form in order to utilize said strengths. As soon as the transformation is complete, the strengths are available and all tools at your command.

When transforming back into the human, however, one has to choose whether to risk massive damage by staying unprotected in order to keep dealing damage, or stop their offense in order to toggle up their defenses.

My thought is that it would make playing the ATs much easier without really making them significantly more powerful--I said "significantly"--if the human form toggles were to merely suppress when in alternate forms. This would be akin to mez or travel suppression but obviously would be total including the VFX. When the human form is retaken, the toggles would immediately reassert just as they already do when the suppressing conditions are removed.

That is all.

Robin


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

This has been asked for before and it is a good suggestion.

Here are items I don't know regarding this issue:

Can the devs code powers to suppress both effects AND end costs? We know they can suppress effects thank to the way toggles function while mezzed now.

If they can, what are some possible exploits?

On my warshade, I run orbiting death and inky aspect. If I slot IA for disorient duration, would it be considered overpowered to run into a group, disoirent all the minions, shift to dwarf, pound on the boss, see the minions shake off their mez, drop to human only long enough to remez them and then turtle back up? I'd say no. I think that would be fine.

I'm sitting herre trying to come up with possible exploits that such a change would create... but I've never been very good at that.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by CoyoteShaman View Post
When transforming back into the human, however, one has to choose whether to risk massive damage by staying unprotected in order to keep dealing damage, or stop their offense in order to toggle up their defenses.
Having grown two Kheldians (a TriFormShade™ and a TriFormPB) to Lv50, without shields, and this was before I13 with its wonderful buffs. I must say I never felt unprotected, so this isn't really a problem for me, especially when you consider that going to Human-form, for a TriForm Kheldian, is usually done so that a Human-form power can be executed, after which the Kheldian can transform back to Nova/Dwarf and continue blasting or tanking.

I accomplish this by using binds. I've bound my NUMPAD keys to downshift me to Human-form and execute the Human-form power I want to activate.

Quote:
Originally Posted by CoyoteShaman View Post
My thought is that it would make playing the ATs much easier without really making them significantly more powerful...
I disagree because I see the Human-form vulnerability as the one thing that actually gives the enemy a chance to be challenging.

However, bare in mind that Warshades have Eclipse and Stygian Circle and Peacebringers have two self-reliant heals in their Human-form, these power synergies essentially remove the issue of not having your shields up when you downshift, that is if you actually require those shields in the first place.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
On my warshade, I run orbiting death and inky aspect. If I slot IA for disorient duration, would it be considered overpowered to run into a group, disoirent all the minions, shift to dwarf, pound on the boss, see the minions shake off their mez, drop to human only long enough to remez them and then turtle back up? I'd say no. I think that would be fine.
I'd see that as an exploit, unless somehow Kheldians were re-conceptualized to be "Jack of All Trades, better than all other Trade Masters combined".


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

I think the one change I want most for khelds is reducing the cast time of form shifting... Going from Nova to Dwarf and back takes at least 4.06s during which you can't do anything at all.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Confused: why would you go from nova to dwarf and back? Or was that merely an example to express your point?

Correct me if I'm wrong but since the Dwarf shift doesn't remove the mezzes--it just makes you not care about them--shifting back would just make you be mezzed again. That means that shift to/from Dwarf wouldn't be to break a mez.

So the only reason I can see to shift from one form to another is to use a power that the target-form has.

Or were you just talking about total travel time, as opposed to total round-trip time?

In any case, I certainly agree that the transformation itself should be faster. And also quieter. It's very loud. And shouldn't trigger if you zone while shifted so as soon as you zone in you don't get that damn boom.

Okay, that turned into a rant. Sorry. Done now.


--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Quote:
Originally Posted by Techbot Alpha View Post
...I have the patience of a coffee-fueled flea...

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
I think the one change I want most for khelds is reducing the cast time of form shifting... Going from Nova to Dwarf and back takes at least 4.06s during which you can't do anything at all.
I'm easy, but that's my only wish for Kheldians (now that you can tankform while mezzed). I hate wasting my buildup, mire, or any time-based buff shape-shifting. Stresses me out!


 

Posted

I don't usually leave anything alive long enough to worry about taking much damage whilst form shifting.

In fact, all I'd like them to do now is fix it so that when going from Nova to Dwarf (or vice versa), you don't drop to human first.. No need to speed the transform up or anthing, just get rid of the silly swap to human first... There's no real advantage gained in doing it, it just would LOOK better.


@FloatingFatMan

Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

Moot point. Got verification that suppression can't be changed to where it also suppresses endurance.

Does anyone really want to pay for non-functioning dam-res shields * 3, inky aspect and orbiting death while blasting in nova form?

The questions is.... could we talk the devs into allowing specific powers to remain functional while in the forms?

I'd dig dwarf form if I could have IA and OD running.


Be well, people of CoH.